1. Some games just aren't built for any latency. I'm talking fighting games(1 frame windows), majority of FPS' and anything that has a reaction instead of a prediction game model. These can be made network compatible with a time-rewind gamestate resolution(which many good ones do), however they aren't drop-in.
2. The market that's interested in this tends to be much more demanding than your traditional consumer. Drop ~150ms of packets at a critical time? You've got a really frustrated customer where a game designed for network degradation will handle this gracefully.
Kudos to them for trying but you're not dealing with just technical issues, there's fundamentals of design that need to be adjusted for that can't be done without direct developer involvement.